An endless game asks how long it can keep you. A daily game asks whether you come back tomorrow. Those produce different games.
Most mobile games are built to extend a session. Streaks, timers, chests that open in four hours, a next level that starts before you can stand up. The design goal is minutes.
A daily game gives you one attempt and then closes. The design goal is tomorrow.
One attempt makes the attempt matter. There is no grinding back a bad result, so the cut you make is the cut you own, and paying attention is rational rather than optional.
An endless game cannot get this effect. If a failure costs nothing, attention costs too much.
A shared daily puzzle turns a private score into a social object. Your 218 is worth sending because the person receiving it knows exactly what 218 was up against. Difficulty is the shared context that makes the number mean something.
Personalised difficulty destroys that. If the game quietly adjusted to you, no two scores would be comparable and there would be nothing to argue about.
Three cuts take about two minutes. When they are done, the game says so and stops.
Games that never end rely on you deciding to stop, which turns every session into a small negotiation with yourself. The daily format removes it. You did the thing, it is finished, come back at sunrise.
This structure gives up the two levers that drive most mobile revenue: session length and unlimited retries. There is no energy meter to sell, and nothing to grind.
What is left is whether the daily attempt is good enough that you want another one tomorrow. That is a harder thing to build and a more honest one to sell.
Halfsies is the casual daily split-in-half cutting game: three cuts a day, weighed to the gram, scored out of 300, the same three objects for everyone on Earth. Then it stops until sunrise.